I enjoy these write-ups and seeing the rapid development of Bevy. There have been a few other game engine projects in Rust (Piston, Ggez, and Amethyst are a few), but none of them seem to have caught on just as much as Bevy has. I always find it fascinating which projects get popular and which don’t, and I think a large part of Bevy’s success has been the cohesiveness of the design and the aim at simplicity while still providing the power of complicated features. It obviously has had the benefit of being able to learn from the other projects!
I also wonder if it is these updates which are a huge part of the popularity, as they put everything front and center and explain complicated topics without boring you with details (and plenty of nice pictures and videos to boot!) The first release of Bevy was just a single page explaining all of the features and the power behind it all, and it made everything seem so… achievable. It was easy to picture how you could put together a game with all of the cool features, and it seemed as if it wouldn’t require diving into pages and pages of documentation. I’m not sure how true that actually is, but I think it shows how important release notes can be.
Yeah, I’m a huge fan of this. I’m writing my own game and writing my own game engine for it (NIH syndrome in full effect!) but I’m totally going to go through this and steal copy ideas, like the stack-based state machine.
Very excited to see Rust catching on in game development circles, especially since Rust seems to tick all the boxes for Tim Sweeney’s vision for the next mainstream programming language
I enjoy these write-ups and seeing the rapid development of Bevy. There have been a few other game engine projects in Rust (Piston, Ggez, and Amethyst are a few), but none of them seem to have caught on just as much as Bevy has. I always find it fascinating which projects get popular and which don’t, and I think a large part of Bevy’s success has been the cohesiveness of the design and the aim at simplicity while still providing the power of complicated features. It obviously has had the benefit of being able to learn from the other projects!
I also wonder if it is these updates which are a huge part of the popularity, as they put everything front and center and explain complicated topics without boring you with details (and plenty of nice pictures and videos to boot!) The first release of Bevy was just a single page explaining all of the features and the power behind it all, and it made everything seem so… achievable. It was easy to picture how you could put together a game with all of the cool features, and it seemed as if it wouldn’t require diving into pages and pages of documentation. I’m not sure how true that actually is, but I think it shows how important release notes can be.
Yeah, I’m a huge fan of this. I’m writing my own game and writing my own game engine for it (NIH syndrome in full effect!) but I’m totally going to go through this and
stealcopy ideas, like the stack-based state machine.That seems much more reasonable than any Rust project I’ve touched. I was curious how that works, and found some info.
Very excited to see Rust catching on in game development circles, especially since Rust seems to tick all the boxes for Tim Sweeney’s vision for the next mainstream programming language